// Declaration de variables externes.
uniform extern float4x4 gWVP;

// Concordance de la structure de vertex CPU-GPU
struct OutputVS
{
	float4 posH : POSITION0;
	float4 color : COLOR0;
};

// Fonction Vertex Shader
OutputVS TransformVS(float3 posL : POSITION0, float4 color: COLOR0)
{
	OutputVS outVS = (OutputVS)0;

	outVS.posH = mul(float4(posL, 1.0f), gWVP);

	outVS.color = color;

	return outVS;
}

float4 TransformPS(float4 color: COLOR0) : COLOR
{
	return color;
}

technique TransformTech
{
	pass P0
	{
		vertexShader = compile vs_2_0 TransformVS();
		pixelShader = compile ps_2_0 TransformPS();

		FillMode = WireFrame;
	}
}